//*********************************************************
//
// factor = material emissive
//
// Output Registers used:
//   oPos - The vertex output position.
//   oT0  - original UV
//   oT1  - original UV
//   oD0  - diffuse color
//   oD1  - specular color
//
// Texture Combiner Assumed
//   stage0 - base
//   stage1 - emissive
// Result = stage0 * oD0 + oD1 + factor * stage1
//
//*********************************************************

m4x4 r0, inPos, c[MODEL_VIEW_PROJECTION]
mov oPos, r0

// oD0, oD1 is calculated here
#include "..\common\_diffuse.vsh"

mov oT0, inUV
mov oT1, inUV
